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  1. #1
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by lenn1 View Post
    This is why there's a disclaimer in red letters before every official post saying things are subject to change.
    He has been saying that he will not change the play style of Classes in every interview he has done for months. This is not the kind of thing you can change over night. He would have known that he intended to do this at the very least a month ago.

    Failing to retract the statement, or in his case continuing to make it is a lie. I'm sorry you people love Yoshida so much and refuse to admit he can make a mistake. But the simple truth is he keeps saying he wants our trust but he refuse to be straight with us. If he had said fromt he begin, Conjerer will become nothing but a healer it would have been one thing. But he said Conjurer would not change, White Mage would become a healer. That is a pretty considerable misrepresentation of the facts.

    Classes are supposed to be for solo play. That is why he said he was not going to Change the Way they Played. These changes lean them so far toward Party play that soloing is going to be FFXI level ridiculous. Especially since all the skills you could cross class to make Soloing easier are now Class exclusive.
    (4)

  2. #2
    Player
    JGwinters's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    111
    Character
    Sharcos Dea
    World
    Balmung
    Main Class
    Scholar Lv 63
    Quote Originally Posted by Krausus View Post
    they didn't change any classes play style, removing abilities is not changing the play style, name one class whose play style was effected. GLD still tanks, MRD can tank and do DPS, LNC still is a DD with TP management, pug is still a fast attacking evade machine, Arch is still a ranged DD, Con is still a healing focus mage, THM is still a DD mage.
    I may have missed it. Please point me to the abilities where LNC manages the enemy's TP? All I see is player-TP management. You didn't touch on any other support abilities so I guess I won't go into that.
    (0)

  3. #3
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by JGwinters View Post
    I may have missed it. Please point me to the abilities where LNC manages the enemy's TP? All I see is player-TP management. You didn't touch on any other support abilities so I guess I won't go into that.

    if I meant enemy TP management I would have said enemy TP management, but right now with the Ifrit fight you do absolutely zero enemy TP management, and though we are loosing moonrise and twisting vice I dont consider that the fundamental play style of a lancer. Lancer IMO is a Mid ranged damage dealer, we just also had the ability to slow down and remove TP from the enemy which really isn't needed anymore.
    (1)

  4. #4
    Player
    JGwinters's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    111
    Character
    Sharcos Dea
    World
    Balmung
    Main Class
    Scholar Lv 63
    Quote Originally Posted by Krausus View Post
    if I meant enemy TP management I would have said enemy TP management, but right now with the Ifrit fight you do absolutely zero enemy TP management, and though we are loosing moonrise and twisting vice I dont consider that the fundamental play style of a lancer. Lancer IMO is a Mid ranged damage dealer, we just also had the ability to slow down and remove TP from the enemy which really isn't needed anymore.
    I see, so that's your playstyle. Unfortunately for me mine seems to differ from the style majority has used. I guess that's understandable considering I don't really do endgame, so my priorities and needs tend to differ from those who only consider specific endgame fights.
    (0)

  5. #5
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by JGwinters View Post
    I see, so that's your playstyle. Unfortunately for me mine seems to differ from the style majority has used. I guess that's understandable considering I don't really do endgame, so my priorities and needs tend to differ from those who only consider specific endgame fights.
    The reason your play style differs from what they keep talking about is they are talking about party roles. These people who blindly accept Yoshida ideas as perfect do not seem to understand Class = Solo , Job = Party.

    These classes the way they are set to be implement are Heavily leaned toward party play which is the exact opposite of what we were told would be done.
    (3)

  6. #6
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Kiote View Post
    The reason your play style differs from what they keep talking about is they are talking about party roles. These people who blindly accept Yoshida ideas as perfect do not seem to understand Class = Solo , Job = Party.

    These classes the way they are set to be implement are Heavily leaned toward party play which is the exact opposite of what we were told would be done.
    MRD Abl. 3 - Grants Absorb HP effect to next attack.

    PUG Abl. 1 - Restores HP.

    PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.

    ARC Abl. 2 - Reduces enmity and increases TP generated by next action.

    CON Mag. 1 - Restores a portion of the target's HP.

    CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.

    THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.

    are some of the cross class abilities I will be using for party AND Solo play

    fundamental play styles are not changing at all, you are just looking for something to bitch about.

    also if you where playing lancer as anything other then DD then you where doing it wrong, which would explain why you hate parties so much.
    (8)

  7. #7
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Krausus View Post
    MRD Abl. 3 - Grants Absorb HP effect to next attack.

    PUG Abl. 1 - Restores HP.

    PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.

    ARC Abl. 2 - Reduces enmity and increases TP generated by next action.

    CON Mag. 1 - Restores a portion of the target's HP.

    CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.

    THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.

    are some of the cross class abilities I will be using for party AND Solo play

    fundamental play styles are not changing at all, you are just looking for something to bitch about.
    So you will give your self a couple heals..
    (0)

  8. #8
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kiote View Post
    Classes are supposed to be for solo play. That is why he said he was not going to Change the Way they Played. These changes lean them so far toward Party play that soloing is going to be FFXI level ridiculous. Especially since all the skills you could cross class to make Soloing easier are now Class exclusive.
    Blood bath, Foresight, Invigorate, feather foot, Cure, Second wind, Sentinal, Basic nukes. All still very cross class-able. Hell in some cases there will be new options open to solo players.
    (5)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  9. #9
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Kiote View Post
    Classes are supposed to be for solo play. That is why he said he was not going to Change the Way they Played. These changes lean them so far toward Party play that soloing is going to be FFXI level ridiculous. Especially since all the skills you could cross class to make Soloing easier are now Class exclusive.
    I'm interested. Which class you believe is with 1.20 less soloable as now?

    Cross Class Skills:
    GLD Abl. 1 - Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
    GLD Abl. 3 (Self AoE) - Temporarily increases the defense of all party members within range. Generates massive enmity.
    GLD Abl. 5 - Increases block rate and grants TP for each block made while effect is active.
    GLD Abl. 6 - Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.
    GLD WS 1 - Melee attack. Damage increased when executed from in front of the target.
    GLD WS 7 - Shield attack. Chance to inflict Stun.

    MRD Abl. 1 - Increases target enmity. Traits may trigger a chance to reduce target's attack power.
    MRD Abl. 2 - Increases parry rate. Effect fades upon parrying an attack.
    MRD Abl. 3 - Grants Absorb HP effect to next attack.
    MRD WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
    MRD WS 3 - Melee attack. Damage increased when executed from the right or left of the target.
    MRD WS 6 - Melee attack. Chance to inflict Heavy when executed from behind the target.
    MRD WS 9 (Frontal AoE) - Attacks targets in a cone before you. Can only be used immediately after parrying an attack.

    PUG Abl. 1 - Restores HP.
    PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
    PUG Abl. 4 - Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
    PGL WS 1 - Melee attack. Damage increased when executed from in front of the target.
    PGL WS 2 - Melee attack. Chance to inflict Blind when executed from the right or left of the target.Combo: PGL WS 1, Bonus: Increased damage.
    PGL WS 5 - Melee attack. Chance to inflict Stun when executed from behind the target.
    PGL WS 7 - Melee attack. Accuracy increased when executed from the right or left of the target.Combo: PGL WS 6, Bonus: Increased damage.

    LNC Abl. 1 - Grants TP. TP does not diminish out of combat while effect is active.
    LNC Abl. 5 - Sacrifices HP to increase damage of next attack.
    LNC Abl. 6 - Sacrifices HP to reduce recast time of next weaponskill.
    LNC WS 1 - Melee attack. Accuracy increased when executed from in front of the target.
    LNC WS 2 (Self AoE) - AoE attack.Combo: LNC WS 1, Bonus: Chance to inflict Stun.
    LNC WS 4 - Melee attack. Chance to inflict Stun when target is attacking you.Combo: LNC WS 1, Bonus: Increased Stun duration.
    LNC WS 5 - Melee attack with low accuracy. Crit rate increased when executed from behind the target.
    LNC WS 6 - Melee attack with low accuracy. Damage increased when executed from the right or left of the target.Combo: LNC WS 5, Bonus: Increased crit rate.
    LNC WS 8 - Melee attack. Can only be used immediately after missing an attack.

    ARC Abl. 1 - Increases accuracy.
    ARC Abl. 2 - Reduces enmity and increases TP generated by next action.
    ARC Abl. 3 - Consumes MP to evade a single ranged or magic attack.
    ARC Abl. 4 - Reduces enmity.
    ARC WS 2 - Ranged attack. Chance to inflict Heavy.Combo: WS 1, Bonus: Increased Heavy duration.

    CON Abl. 1 - Grants AoE to next enhancing magic spell, but increases cast time.
    CON Abl. 2 - Temporarily halves enmity and gradually restores MP.
    CON Mag. 1 - Restores a portion of the target's HP.
    CON Mag. 4 - Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
    CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.
    CON Mag. 6 (Target AoE) - Increases the defense of all party members within range of the target.
    CON Mag. 8 - Deals wind damage to the target. Chance to inflict DoT effect.
    CON Mag. 10 - Deals earth damage to the target. Chance to reduce evasion against earth magic.

    THM Abl. 1 - Increases magic accuracy of next spell.
    THM Abl. 2 - Increases range of next spell.
    THM Abl. 3 - Gradually increases magic crit rate. Effect fades upon a successful crit.
    THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
    THM Mag. 2 - Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
    THM Mag. 5 (Target AoE) - Deals fire damage to all enemies within range of the target.
    THM Mag. 6 (Target AoE) - Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
    THM Mag. 8 - Deals lightning damage to target.
    (4)